The Kingdom of Estalia İMike Allen 1996


Overview Characters Regiments War Machines Monsters Mercenaries
Magic Items & Special Characters Magic Items Special Characters

Army List

Designer's Note:

My interest in the Estalian Army came about through studying the maps provided by Games Workshop. In the few references to the country in the various army books, there was a picture of a land made up of small kingdoms and city states. To me this didn't make a lot of sense, that a country with water on three sides, Skavenblight on the doorstep and the first stop on the way from the Undead infested Araby could remain unconquered if made up of petty kingdoms in conflict with each other. Clearly such a land would be quickly overrun by a powerful neighbour. This led me to think of a land shrouded in mystery, cut off from the known world. A land based around powerful families aligned to a hereditary monarch giving the impression of many small nations but united by their religion and the respect of the ancient office of High King. Thus a viable Estalian army was possible, while providing a rationalisation of Games Workshop's sparse comments on the kingdom.

Additionally I felt the Warhammer world would benefit from a more elite (therefore more expensive!) human army. This army would cost the around the same per figure as an Elf or Dwarf army but would have its own character and restrictions. With the notable exception of the Dwarfs, the other armies rely heavily on magic. I considered an army actively engaged in anti magic practices with a unique view of the world would provide a true alternative human army. Naturally I was influenced by the obvious Spanish connection of Estalia and with the coming of the Lizardmen, the idea of a Conquistador off shoot was appealing. The other nice thing is many existing Citadel figures will suit this army, so the Estalian player isn't reliant on finding figures from other ranges. For instance the recently released Brettonian Knights would, with suitable colours, be ideal for the Brethren.

Though not influenced by 40K at all, it is possible that the somewhat Imperium feel of the army might attract Marine and Imperial Guard players to WHFB.

I'd like to thank Luis A. Molina for his suggestions on additional special characters and magic items.

Anyway I hope my interest provides an interesting army for you and may the light of Isolde shine brightly on your victories.

Mike Allen

TOP OF PAGE

Overview

The Estalian Army list contains a large range of units which are available under the different conditions governed by the general selected. The biggest differences between this army and that of other nations is the restricted use of magic users and almost no use of allies. Allies are restricted to the mercenary list only.

Magic users can only be used in a Royal Army, while Inquisition units are restricted to 1 of each type unless either the Grand Master or Inquisitor General are present. The Brethren of the Infanta and the Infanta's Guard only appear in an army containing either the Grand Master or an Inquisitor General. An army led by an Inquisitor General will not use allies (mercenaries).

Army Selection

Characters 0-50% Up to half the points including monster mounts
Regiments 25%+ At least a quarter of points must be spent on regiments not including champions.
War Machines 0-25% Quarter of points may be spent on war machines
Monsters 0-10%* No monsters are allowed other than character mounts with the exception of the Toros Embolados*.
Allies (Mercenaries) 0-10% Only mercenaries from the army list unless specifically allowed to a particular general..

TOP OF PAGE Characters

General of the Blood Royal ..... 120pts

The general may be armed with any combination of weapons available to troops within this list. The general may ride a warhorse or a monster from the monster list.

  M WS BS S T W I A Ld
General 4 6 6 4 4 3 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5

Inquisitor General ..... 140pts

The general may be armed with any combination of weapons available to troops within this list. The general will always ride a warhorse.

  M WS BS S T W I A Ld
General 4 7 6 4 4 3 6 4 10
Warhorse 8 3 0 3 3 1 3 1 5

Battle Standard..... 96pts

The battle standard bearer may be armed with any combination of weapons available to troops within this list. The standard bearer may ride a warhorse.

  M WS BS S T W I A Ld
Battle Standard Bearer 4 4 4 4 4 1 4 2 8
Warhorse 8 3 0 3 3 1 3 1 5

Heroes

The army may include as many heroes as you wish within the points allowance. Heroes may ride warhorses. Heroes are allowed 2 magic items(Inquisition restrictions allowing).

Hero of the Army ..... 78pts
Hero of the Inquisition ..... 90pts

  M WS BS S T W I A Ld
Hero of the Army 4 5 5 4 4 2 5 3 8
Hero of the Inquisition 4 6 5 4 4 2 5 3 9

Champions ..... 36pts

Any regiment may include a Champion armed and equipped as the rest of the unit. A Champion may have one magic item (Inquisition restrictions allowing).

  M WS BS S T W I A Ld
Champion 4 4 4 4 3 1 4 2 7

Spellcasters

The magic users of Estalia are restricted in the types of spells and items they can take (see Bestiary for details). Due to their restrictions in magic use they are more skilled in combat than most human magic users. Magic users cannot be part of an army led by an Inquisitor General.

Spellcaster ..... 56pts
Spellcaster Champion ..... 118pts
Spellcaster Master ..... 190pts
Spellcaster Lord ..... 287pts

  M WS BS S T W I A Ld
Spellcaster 0-3 4 3 3 3 4 1 4 1 7
Spellcaster Champion 0-2 4 4 3 4 4 2 4 1 7
Spellcaster Master 0-1 4 4 3 4 4 3 5 2 7
Spellcaster Lord 0-1 4 5 3 4 4 4 6 3 8

A Spellcaster may ride a warhorse or a monster.

Inquisitors

Inquisitors are anti magic users with the unique ability to earth the power of spells cast or operating in their area. To do this their staffs must touch the ground and therefore they cannot ride any type of mount. The continuous channelling of magic power infuses the inquisitor with an aura of power which gives an armour save not modified for strength.

Inquisitor .....45 pts
Inquisitor Champion ..... 105pts
Inquisitor Master ..... 145pts
Inquisitor Grand Master ..... 185pts

  Max Magic
Items
M WS BS S T W I A Ld
Inquisitor (Save 6+) 1 4 3 3 3 5 1 4 1 8
Inquisitor Champion (S6+) 2 4 4 3 4 5 2 4 1 8
Inquisitor Master (S4+) 3 4 4 3 4 5 3 5 2 9
Inquisitor Grand Master (S3+) 4 4 5 3 4 5 4 6 3 10

An Inquisitor wears no armour nor may they ride a warhorse or a monster. They may carry magic items approved by the Inquisition.

TOP OF PAGE Regiments

Knights of the Blood Royal 0-4 .... 39pts

There are 4 regiments of royal knights. They all have the same profile and may carry a magic standard with the usual Inquisition restrictions. All knights wear heavy armour, carry a lance and shield and ride a barded warhorse.

  M WS BS S T W I A Ld
Knight 4 4 3 4 3 1 4 1 7

Caballeros .... 19pts

The Caballeros are armed with a large range of different weapons but ride normal horses. They wear light armour and carry shields, spears (+2pts) or lances (+4pts)and may carry light crossbows(+6pts). They may skirmish only if they are not carrying lances.

  M WS BS S T W I A Ld
Caballeros 4 3 3 3 3 1 4 1 7
Horse 8 - - - - - - - -

Royal Tercios 0-4 .... 11pts

The Tercios wear heavy armour, carry a pike and may carry a magic standard with the usual Inquisition restrictions.

  M WS BS S T W I A Ld
Tercio Infantry 4 4 3 3 3 1 4 1 8

City Infantry 0-4 .... 6pts

The cities of Estalia provide well equipped professional soldiers armed in a number of variants. One of these units may carry a magic standard with the normal Inquisition limitations. May wear light (+2pts)or heavy (+3pts) armour and carry a shield (+1pt). May also carry a heavy (+3pts) or light crossbow (+3pt). If not carrying a crossbow, may be armed with double handed weapons(+2pts), halberd (+2pts) or spear (+1pt).

  M WS BS S T W I A Ld
City Infantry 4 3 3 3 3 1 4 1 7

Peons .... 5pts

The rural workers of Estalia are often drawn into the conflicts of their masters. They are brave and willing fighters but usually have little training. They may be armed with spear (1 pt), shield(1 pt). One unit may be armed with slings (1 pt) instead of spears and may skirmish.

  M WS BS S T W I A Ld
Peons 4 2 3 3 3 1 4 1 7

Brethren of the Infanta 0-1 .... 41 pts

The Brethren may carry a magic standard with the usual Inquisition restrictions. All brethren wear heavy armour, carry a lance and shield and ride a barded warhorse. They are affected by hatred of Undead, Skaven, Chaos and Araby troops.

  M WS BS S T W I A Ld
Brethren of the Infanta 4 4 3 4 4 1 4 1 8

Infanta's Guard Cavalry 0-1 .... 25pts

The Infanta's Guard Cavalry ride Elven Steeds and are armed with bows and arrows made by the Forest Brethren. They wear light armour and may carry a shield (+2 pts) and extra hand weapon (+2pts). They may skirmish and may carry a magic standard with the usual Inquisition restrictions. They are affected by hatred of Undead, Skaven, Chaos and Araby troops.

  M WS BS S T W I A Ld
Infanta's Guard Cavalry 4 4 4 3 3 1 5 1 8
Elven Steed 9 3 0 3 3 1 4 1 5

Inquisition Infantry .... 8pts

The Inquisition has a large number of soldiers to guard its facilities and back up the work of the Inquisitors. These troops will go to war, particularly under the banner of an Inquisitor General. They are affected by hatred of Undead, Skaven, Chaos and Araby troops. They wear light armour and carry shields. May be armed with spears(+1pts) or halberds(+2pts).

  M WS BS S T W I A Ld
Inquisition Infantry 4 3 3 3 3 1 4 1 7

Penitents of the Inquisition 0-1 .... 5½pts

When the Inquisition goes to battle it may take with it people seeking forgiveness for their sins against the Sacred Office. Penitents may be armed with an extra hand weapon (+1pt) and are subject to frenzy.

  M WS BS S T W I A Ld
Penitents 4 3 3 3 3 1 4 1 6

Black Watchmen of Grenada 0-1 .... 12pts

The Inquisition provide a police force in all the cities and towns of Estalia. In Grenada, a city plagued with ancient cults of Undead and chaos this special unit patrols the cemeteries and sewers of the city. The watchmen wear light armour and carry shields and halberds. They are immune to fear and treat terror as fear. They are affected by hatred of Skaven, Undead, Chaos and Araby forces.

  M WS BS S T W I A Ld
Watchmen 4 3 3 4 3 1 4 1 8

Arquebusiers of Cordoba .... 9pts

These troops are armed with the Arquebus, an improved type of handgun which can be used as a two handed club in close combat giving a +1 strength modifier. They may wear heavy armour (+3pts)

  M WS BS S T W I A Ld
Arquebusiers 4 3 4 3 3 1 4 1 7

Swordsmen of Cordoba 0-1 .... 11pts

The swordsmen wear light armour and carry their special shields giving an additional attack without adjusting their armour save. They may carry a magic banner with the usual Inquisition restrictions.

  M WS BS S T W I A Ld
Swordsmen 4 4 3 3 3 1 4 1 7

Forest Brethren 0-2 .... 9pts

Forest Brethren carry composite bows and arrows of the finest quality. They may have a magic banner with the usual Inquisition restrictions.

  M WS BS S T W I A Ld
Forest Brethren 4 4 4 3 3 1 4 1 7

Bilboan Marines 0-2 .... 11pts

The marines wear light armour, shields and carry halberds and light crossbows.

  M WS BS S T W I A Ld
Marines 4 3 3 3 3 1 4 1 7

TOP OF PAGE War Machines

Royal Artillery

  M WS BS S T W I A Ld
Great Cannon .... 100pts - - - 10 3 - - - -
Mountain Gun .... 70pts - - - 5 3 - -   -
Crew 4 3 3 3 3 1 3 1 7

Inquisition Artillery

  M WS BS S T W I A Ld
Heavy Catapult .... 71pts - - - 7 3 - - - -
Bolt Thrower .... 44pts - - - 7 3 - - - -
Crew 4 3 3 3 3 1 3 1 7

Fires of Purification (Inquisition) ..... +50pts

TOP OF PAGE Monsters

The only monsters allowed in the Estalian army, as mounts only, are:

Toros Embolados ..... 30pts (based on original idea by Luis A. Molina)

The landowners of Estalia are nothing if not creative. Usually outnumbered by their enemies they sometimes use unusual tactics. One of the most unique is the use of wild bulls with chains attached to their horns dragging logs soaked in tar and other flammable materials. They are led into battle by Caballeros armed with spears or lances who goad them towards the enemy. There must be one Caballero per 2 bulls. At the beginning of their move the Caballeros light the logs and goad the bulls towards the enemy. The bulls move 3d6" in a straight line in the compulsory move phase. If they wish the Caballeros can charge with them. After the first move the bulls, terrified of the burning logs, move 3d6" randomly. The Caballeros can act independently of the bulls once released. If the number of Caballeros is insufficient to guide the bulls the unguided bulls wander off and are removed.

Toros Embolados cause fear and also cause damage as a fire weapon. Once the logs are on fire the bulls are so panicked that they are immune to all forms of psychology.

  M WS BS S T W I A Ld
Toros Embolados 6 3 - 5 4 1 2 2 5

TOP OF PAGE Mercenaries

To even reach Estalia takes an enormous amount of courage particularly by land. Mercenary units reaching Estalia must be led by an exceptional commander. For this reason any mercenary unit fielded by an Estalian army must be led by a hero level character.

0-1 Dwarf Clansmen

0-1 Tilean Mountain Troops - 8pts + equipment

Tilean Mountain Troops guard the passes leading to Estalia and scour the ravines and caves for bandits. They have the same profile as Estalian city infantry with some special abilities. They may act as scouts with skirmishing and hidden set up ability. Their expertise in difficult terrain means they ignore all terrain for movement.

0-1 Brettonian Questing Knights

 Exactly as listed in the Brettonian Army book.